I am currently doing some 3d modeling using babylonjs. I need to create a pressure map from given pressure at specific points. I am doing that using IDW. However this means that even with my map being a size of 70x90 grid requires me to have an array of 25200 (4 rgba values for each pixel) entries. Then this buffer is passed to a RawTexture
for assigning it to a material, that is overlaid on the object
I am using a web worker, because I have to update the pressure values every 100ms and I don't want to block the main thread.The issue occurs when I am return that array (created in calculate
function) from a service worker.
For some reason the memory usage just keeps going up, without stopping. It eventually goes up to around 1.5 gigabytes and I have to kill it.
The question : Is there any way to prevent this and what could be causing such high memory usage?
Worker:
// @flow
import { find, propEq, both } from 'ramda';
import { colorFromValue } from './color';
import { inverseDistance, distanceValues } from './math';
const findPoint = (x: number, y: number) =>
find(both(propEq('x', x), propEq('y', y)));
const distanceDict = {};
/* eslint-disable */
function calculate(options: Object, pList: Array<*>) {
const points = pList || [];
const { height, width } = options;
const gridWidth = width * 4;
const grid = new Uint8Array(options.width * options.height * 4);
for (let y = 0; y < height; y += 1) {
const rW = y * gridWidth;
for (let i = 0; i < gridWidth; i += 4) {
const index = i + rW;
const x = i / 4;
const dictKey = `${x}--${y}`;
let bottoms = distanceDict[dictKey];
if (bottoms === undefined) {
bottoms = distanceValues(points, x, y);
distanceDict[dictKey] = bottoms;
}
const point = findPoint(x, y)(points);
const value = point !== undefined && point !== null ?
point.value : inverseDistance(points, bottoms);
const color = colorFromValue(value);
grid[index] = color[0];
grid[index + 1] = color[1];
grid[index + 2] = color[2];
grid[index + 3] = 255;
}
}
return grid;
}
self.onmessage = (e) => {
const { points, options } = e.data;
const grid = calculate(options, points);
self.postMessage(grid.buffer, [grid.buffer]);
};
Painting:
modifyNodes = (points: Array<*>) => new Promise((res, rej) => {
this.worker.onmessage = (e) => {
this._texture.update(new Uint8Array(e.data));
res();
}
const data = {
options: this._options,
points,
};
this.worker.postMessage(data);
})